![]() ![]() At the very least, it feels like nobody went back to revamp the first courses that appeared when the game first launched into Early Access. Each course almost feels like it was created by a different team, and even within a course, there’s difficulty spikes. The number of environments is great, but you get the feeling that quality and effort varies from one to another. The laws of gravity are defied, there’s spectral ramps that you can temporarily make solid, boost pads and explosives, and you’re never quite sure what’s around the corner… unless you use the free look camera to preview a hole’s layout, that is. The course designs get progressively weirder, starting off in a standard wooded area, jumping to a haunted mansion, then a space station, a sci-fi volcano, all the way through to a Worms course thanks to Team17 publishing the game. ![]() All of these modes can then be customised to different shot and time limits, collisions, ball spin and more, and you can play with your own rules in both open and closed lobbies. There’s nothing quite like hitting a randomiser that turns everyone into odd shapes as they’re trying desperately to navigate through a level, or cunningly holding onto a freeze ability until you need to stop yourself rolling off a ledge. Then there’s the Party Mode, throwing a handful of chaotic power ups into the mix for you to pick up and curse your rivals with. These include swapping holes for hoops to jump through – making things maddeningly more difficult – or for goals and strafing goalies while you now strike at a hockey puck. As well as a server browser where you can hop into custom games that might delve into GWYF’s modified rules and modes. ![]()
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